• Skyrim #4, the happy couple

    All hail Skyrim, mighty generator of amusing and bizarre little episodes. This is probably the most absurd one yet.

    I was doing a quest for the thieves guild, collecting a few old debts of theirs. One argonian female innkeeper wouldn’t listen to reason, and a fist fight broke out.

    Landed a few good punches, and maybe she fell badly on the floor or something, but she unexpectedly passed away. I took the money she owed — our business is hereby concluded, ma’am — and returned to the guild.

    They became rather mad, as I wasn’t supposed to kill the target. But you got the money, right? No no, not being cavalier at all, just trying, to… yeah yeah, bad for business, and our sacrosanct code of whatever and all that, but it’s not easy being in the trenches, things go down and, well, you know how it is, and stop that yelling.

    To dramatize the exchange a bit.

    In any case, their faith in me remained intact, courtesy of Bethesda’s unwillingness to allow failure, since failure might hurt the feelings of kids who are in it for the power fantasy and being the supreme king of winning. But I digress.

    Later I returned to the scene of the crime, and now an argonian man was running the inn in her place. Apparently he was her boyfriend, so naturally he wasn’t too happy about what had happened, or about me returning, which he made very clear.

    Hadn’t expected this situation. The game came alive for a moment, felt a pang of guilt. But I am the dragonborn, and I am on an important quest to get a shiny and useless platinum, the show must go on.

    Then came the quirky turn of events.

    His voice softens, eyes becoming dreamy. This was a man deeply and hopelessly in love. He informs me he’s going to marry that woman, and asks whether I would kindly get them some gems for the wedding.

    Why yes, that’s the least I can do for having killed the bride.

    Probably won’t though, but I like stacking up quests for a rainy day.

    A theater should act these scenes out and post it on YouTube.

    I‘m done with the game now, playing wise, but I still have a few more posts coming up.

  • Skyrim #3, my build

    In my first run I distributed my skill points in a rather diverse fashion. That usually doesn’t result in a particularly good build, although Skyrim is easy and safe enough that it’s nearly impossible to screw up completely. Gradually over the course of playing I converged toward a few chosen skills, in particular archery since that became my preferred way of fighting (ranged fighting with slow motion, I’m a sucker for that.)

    This run I’m drawing upon my experience of last time, and I‘ve right from the start focused my build somewhat more. For a long while I used archery — like last time — as my main way of fighting, with light armor, restoration and a bit of conjuring as supplementary skills. However, recently I started to develop other skills as well, including destruction, now that I’ve reached the end of the archery skill tree. Seems expedient, considering that archery no longer grants experience points toward levelling the character, impeding progress.

    Well, at least that’s the case until the skill is made legendary, but making it legendary also means making it crappy again, so you want to have raised the level in another battle oriented skill in preparation (as well as having made corresponding changes in attribute distribution), into which you then put those freed up skill points. Hence the time spent developing destruction and conjuration, embarking on a new mid-game path as a mage.

    So I made archery legendary and put those points into destruction and elsewhere, and now during fights I alternate between destruction and archery, as well as conjure up a friendly atronach now and then. Don’t take me for a conjurer of cheap tricks though, I’ve slowly developed conjuring for a good while, and those atronaches are pretty good by now. Both destruction and archery are pretty easy to develop quickly, esp this late in the game with plenty of magicka and stamina, and plenty of health and protective gear.

    I enjoy switching between the two. Early in the game it’s probably best to specialize, but mid-game and onward it’s perfectly viable to go dual. It’s still a pretty focused build, all the parts work well together, and I use them all.

    I optimize primarily for enjoyment and getting an appealing playing style, not power. For example, enchantment, once you‘ve become a truly deft enchanter, could very well have the best skill tree (having two carefully chosen powerful enchantments on each item is insane), but I don’t care for that style of playing, no matter how effective. I don’t want to collect enchantments, I don’t want to collect souls, I don’t want to recharge items frequently. I don’t want to think about enchantments at all, except as a pleasant surprise when I find a good weapon or gear with a powerful enchantment to play around with for as long as the charge lasts.

    As for light armor and restoration, my thinking is along these lines:

    Light Armor adds some extra protection, and has a great perk which makes stamina regenerate twice as fast, which is really good when doing archery (though when I finally got that perk, archery was no longer my sole way of fighting — I do run a lot though, for which stamina is also useful). Restoration has healing, which is useful pretty much all the time, and it also has a few nice passive perks like having healing applied also to stamina, and magicka being replenished faster, and not to mention a perk that basically lets you survive a deadly attack once a day. Dying isn’t fatal for the player, or even much of a setback, but it’s annoying, and getting rid of it is an enjoyment boost. Dying just isn’t my style.

    In any case, I’m nearing the end of this run (not the end of Skyrim mind you, that’s practically unattainable.) It will likely be my last. I‘m done with the main quest, done with the Dragonborn DLC, done with the civil war, done with the Magnus staff quest, just to mention a few. I consider going for the platinum and then quit, would give me a final reasonably comprehensive objective and a solid note to quit on, while not involving too much work, given how far I’ve already come.

  • Skyrim #2, I robbed him blind

    More on the topic of odd and unearthly NPC behavior (see last post).

    So I was seeking the help of a venerable sorcerer to find some secret and hallowed tomes, to aid me in my quest to end the powerful Miraak and his cult of servitude. Went to his house, entered without knocking, and found him standing around in silence, not even looking at me until I addressed him. He indeed knew of these books, and I was told there was a specific book I needed. He hadn’t been able to retrieve it by himself, but knew where it was located. Together we’d stand a good chance of retrieving it, he thought.

    Sure, why not, lead the way, sorcerer.

    And he did. He told me to follow, and he left the house. His house. I didn’t. You see, I had noticed that he had a lot of potions and other valuables. Venerable or not, with his prying eyes out of the way I robbed him blind, stuffed my bags to the brim with his stuff. For the Cause and the common good of course, Dragonborn’s privilege.

    Met up with him later, what were you doing staying at my place he didn’t ask.

    Imagine having a dinner with your friends at your place, and then when you’re all supposed to leave, they just… stay. You ask what they’re doing, they stay silent, just standing there in your kitchen eyeballing your valuables. Your beloved childhood friends, a real kodac moment.

    Not that this is a particularly egregious example of weird behavior in a video game. Anecdotes like these abound and we hardly react to them, but it gets kind of funny when you take it seriously and think about it.

    I keep wondering how hard it would be to patch some these behaviors. Not by hardcoding each instance one by one, that’d be a fools game for a huge game like this, but more like adding flexible AI routines that make the NPCs more concerned with things like watching over their property, but also relating that concern to other concerns and values, so as to make the actual outcome depend on the circumstances, more unpredictable and interesting, emergent. That’s a journey and a frontier in game development that‘s barely begun, but it will be glorious.